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Spa Business issue 2 2012 - Leisure Opportunities

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CASE STUDY<br />

The SuperBetter online wellness game launched in March and in the first two months 20,000 users had registered – most were females aged 20-50<br />

<strong>Spa</strong>s could use game elements – like tracking progress – to make clients feel like<br />

every visit is a step towards a serious and tangible improvement in their lives<br />

Chelsea Howe,<br />

director of design,<br />

SuperBetter Labs<br />

G<br />

ame designer Jane McGonigal came<br />

up with the idea for SuperBetter<br />

when she found herself struggling to<br />

recover from severe concussion. It’s about<br />

helping players to achieve health and wellness<br />

goals – most commonly weight loss,<br />

healthier eating, regular exercise, stress<br />

reduction and better sleep – in their real<br />

lives and not just in a virtual world.<br />

It draws on core online gaming mechanisms<br />

– social involvement,<br />

overcoming obstacles, feedback<br />

and tracking progress<br />

– to help players achieve their<br />

goals. They recruit allies, complete<br />

quests (steps to help<br />

them achieve goals), battle<br />

bad guys (things standing in their way), and<br />

activate power ups (boosts to keep them<br />

motivated). The game was designed to<br />

increase players’ resilience – their ability to<br />

stay optimistic, curious and energised in the<br />

face of challenges – and McGonigal thinks<br />

spa consumers would find this attractive.<br />

The game launched on 9 March and had<br />

20,000 users in the first two months. It<br />

SuperBetter could help<br />

spas customise their<br />

services once a client<br />

leaves, says Howe<br />

Chelsea Howe<br />

currently has slightly more<br />

female players than male,<br />

mostly aged 20-50.<br />

<strong>Spa</strong>s can use Super-<br />

Better as an additional<br />

resource for clients who<br />

are looking to achieve personal health or<br />

wellness goals. Operators can also create<br />

their own Power Pack to complement their<br />

brand, product philosophy and approach to<br />

health and wellness. Alternatively, Super-<br />

Better Labs has developed Power Packs<br />

that blend in-game content, scientific<br />

research and expert advice from leading<br />

doctors, psychologists and researchers.<br />

In the past, a customer might leave a<br />

spa with recommendations to improve their<br />

daily lives. However, games like –ensure<br />

that these recommendations won’t get lost<br />

or forgotten.<br />

Right now, most people play games in<br />

brief spurts throughout the day: online or<br />

on their phones. Most spas have few –<br />

if any – offerings that are accessible on<br />

the go and take less than five minutes.<br />

By integrating games into their repertoire<br />

– to induce feelings of relaxation, comfort,<br />

serenity and confidence, just like spa<br />

services do – spas can integrate their programmes<br />

into client’s lives even after they<br />

leave the building.<br />

In addition, spas could use elements of<br />

games – like tracking progress towards a<br />

bigger goal or giving clear feedback – to<br />

make clients feel like every visit is a step<br />

towards a serious and tangible improvement<br />

in their lives. Instead of just arriving for a<br />

treatments, clients would feel like they’re<br />

starting a journey towards a lifestyle that is<br />

more mindful, stress free and focused.<br />

Howe has headed up the design of<br />

SuperBetter for the past 10 months<br />

and has just received the <strong>2012</strong> Rising<br />

Star Award from Women in Gaming.<br />

Details: www.superbetterlabs.com<br />

SPA BUSINESS 2 <strong>2012</strong> © Cybertrek <strong>2012</strong> Read <strong>Spa</strong> <strong>Business</strong> online spabusiness.com / digital 83

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